My favorite information is about new legendary equipment being worked on, the new ways to obtain a Precursor (probably long-term crafting), and that they're finally getting a mechanic to replace Orbs. Orbs were the main objective of WvW and what caused 6hr siege efforts at the game's launch....long term, drawn out battles. the game needs something like that back in and I'm happy that they're aiming for it.

Also, with the removal of Magic Find as a gear stat, that means no more screening for scrubs wearing that in dungeons as a way for them to line their pockets while being carried through. And rewards revamp for dungeons means that no more CoF farming as the only viable way to get gold. Well, that and the way champions are being changed around might make Orr worth visiting again (if nothing else than for the champion Temple bosses).

If there was one concern I had about Guild Wars 2 when I initially reviewed it in September 2012, it was the future. An MMO lives or dies by its updates, and since ArenaNet chose a non-subscription model for its game, it theoretically had less reason to provide consistent, free content updates.

I'm happy to report that if that temptation existed, Guild Wars 2 has dodged it completely. While the game had big updates monthly from the start, beginning in April of 2013 ArenaNet launched an ambitious plan to provide meaningful new content every two weeks for free. It sounded unbelievable — it still does! — but it has been pulled off almost flawlessly.

(...)

While Guild Wars 2's population has fluctuated, the mix of constant new content and no subscription fee has made it easier for players to jump back in whenever they feel like. And the additions to the game are, by and large, very good — whether it's wacky platforming challenges like the April Fools Day-themed Super Adventure Box or serious ongoing stories like the saga of the villainous Scarlet Briar and her effects on the whole world."